This! This is my exact problem with it!Somewhere between "major changes" and "rebuilt from scratch". Mechanically, I don't think it's unbalanced. Flavor-wise, it's an abomination. Way too much "science" in my magic. What's up with the clockwork turrets? Those are gross.
I came up with a basic axiom for the Artificer. If it's the way a Son of Ether (from Mage: the Ascension) would do it, it doesn't belong on the artificer. No steampunk. No gears. No pets (except for a single "golem master" sub-class). The abilities should feel like the character is enchanting things, not using improbable pseudo-science. Magic as science, not magic with science.
Hmm... Using your breakdown, I guess this makes more sense:For us/my campaigns, WIZARDS fill the role of magic as science (study, learn, have academies, specializations, etc ,etc.) with their learned and studious approach.
Sorcerers (adepts) ARE/CHANNEL magic.
Artificers? They run the gambit from magic craftsman/creators, to well, scienceny steampunk and new semi tech inventions. (bombs, guns, clockwork, you know the drill)